#42 fixed chunk generation y position
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| | | private void UnloadChunk(Vector2Int chunk) |
| | | { |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | | int startY = chunk.y * CHUNK_SIZE; |
| | | int startY = (chunk.y * CHUNK_SIZE)-1; |
| | | |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |
| | | { |
| | |
| | | private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) |
| | | { |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | | int startY = (chunk.y * CHUNK_SIZE); |
| | | int startY = (chunk.y * CHUNK_SIZE)-1; |
| | | |
| | | // Generate ground in chunk |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |